I've taken the basic spreadsheet and added the ability for weapons to do x1, x2, or x3 damage.
I feel it's an improvement that doesn't slow down game play at all.
Furthermore, it gives the ability to differentiate between primary and secondary batteries.
As it stands now there's no differentiation at all between the different types of batteries, other than range.
The point costing aspect of doing this is still up in the air though. I initially used the weapon damage as a straight multiplier, but I wasn't noticing much of a difference in point cost. So now I'm squaring the damage multiplier before multiplying, and this *seems* to give a *better* result.
I've taken an interest in this, as a hybrid of this and something else I'm working on just might work as a mass version of Grand Fleets.
Kevin